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Jurgrindor

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak JurgrindorCreature 2

Legacy Content

Unique CE Large Cold Giant Humanoid 
Source Kingmaker Adventure Path pg. 31
Perception +9; low-light vision
Languages Common, Jotun
Skills Athletics +8, Crafting +5, Intimidation +7, Stealth +6
Str +5, Dex +1, Con +3, Int +0, Wis +2, Cha +0
Items battered breastplate
AC 15; Fort +10, Ref +4, Will +7
HP 35 (currently 25)
Wounded Arm Jurgrindor's left arm is dreadfully wounded, courtesy of Amiri's greatsword. The discomfort of this wound causes Jurgrindor to take a –2 circumstance penalty to his Armor Class and Strikes (these modifications are included in his stats). At the end of each of his turns, Jurgrindor must succeed at a DC 12 flat check or the wound begins to bleed again, dealing him 1d6 persistent bleed damage. He can't use Catch Rock or Throw Rock (as typical giants) until he's healed back to full hit points.
Speed 30 feet
Melee [one-action] fist +8 [+4/+0] (agile, reach 10 feet), Damage 1d8-2+8 bludgeoningChill Breath [one-action] (cold, evocation, primal, cold) Jurgrindor breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 2d6 cold damage (DC 16 basic Reflex save). A creature that critically fails the save is also immobilized until it Escape (DC 16). Jurgrindor can't use Chill Breath for 1d4 rounds.